Save the coordinates position of a child - actionscript-3

I've got these functions :
private function onEmptySpaceClicked(e:MouseEvent):void{
var myVar = e.currentTarget.name;
if (e.currentTarget.name == "ES1"){
trace("click on one");
clickPuzzles.click1 = true;
}
if (e.currentTarget.name == "ES2"){
trace("click on two");
clickPuzzles.click2 = true;
}
public function buildIt(e:MouseEvent):void{
if (clickPuzzles.click1){
test.x = e.currentTarget.x;
test.y = e.currentTarget.y;
test.visible = true;
}
}
The builIt function is called by an other class.
Everything is working, but, is it possible to save e.currentTarget.x and y on the "onEmptySpaceClicked" function as a value ?
And then use it in my buildIt function ?
Like :
private function onEmptySpaceClicked(e:MouseEvent):void{
var myVar = e.currentTarget.name;
if (e.currentTarget.name == "ES1"){
trace("click on one");
clickPuzzles.click1 = true
e.currentTarget.x && e.currentTarget.y = valueOfEs1
}
if (e.currentTarget.name == "ES2"){
trace("click on two");
clickPuzzles.click2 = true
e.currentTarget.x && e.currentTarget.y = valueOfEs2
}
public function buildIt(e:MouseEvent):void{
if (clickPuzzles.click1){
test.position = valueOfEs1
test.visible = true;
}
if (clickPuzzles.click2){
test.position = valueOfEs2
test.visible = true;
}
}
Thank you for your help
EDIT
Thank you for you advices.
Here's what I did :
private function onEmptySpaceClicked(e:MouseEvent):void{
trace("click on it neww");
var myVar = e.currentTarget.name;
var valXes1;
var valYes1;
var valXes2;
var valYes2;
if (e.currentTarget.name == "ES1"){
trace("il faut écouter emplacement");
clickPuzzles.click1 = true;
valXes1 = e.currentTarget.x;
valYes1 = e.currentTarget.y;
trace(valXes1);
}
if (e.currentTarget.name == "ES2"){
trace("il faut écouter emplacement VARI");
trace("puzzle2 est vrai");
clickPuzzles.click2 = true;
valXes2 = e.currentTarget.x;
valYes2 = e.currentTarget.y;
trace(valXes2);
}
}
public function buildIt(e:MouseEvent):void{
var valXes1;
var valYes1;
var valXes2;
var valYes2;
if (clickPuzzles.click1){
test.x = valXes1
test.y = valYes1
test.visible = true;
}
if (clickPuzzles.click2){
trace("puzzle2 is called");
test.x = valXes2
test.y = valYes2
test.visible = true;
}
}
The puzzles 2 or 1 are well called but it seems that valXes1 and valXes2 have exactly the same value (valYes1 and valYes2 too).
What did I do wrong ?
EDIT 2
Ok, so I've positioned emptyspace and emptyspace 2 like that :
emptyspace .x = 0;
emptyspace .y = 0;
emptyspace2.x = 50;
emptyspace2.y = 50;
In the function onEmptySpaceClicked
if (e.currentTarget.name == "ES1"){
trace("il faut écouter emplacement");
clickPuzzles.click1 = true;
valXes1 = e.currentTarget.x;
valYes1 = e.currentTarget.y;
trace(valXes1);
}
if (e.currentTarget.name == "ES2"){
trace("il faut écouter emplacement VARI");
trace("puzzle2 est vrai");
clickPuzzles.click2 = true;
valXes2 = e.currentTarget.x;
valYes2 = e.currentTarget.y;
trace(valXes2);
the trace(valXes1) is 0 and the trace(valXes2) is 50.
So it's working.
BUT,
in this function :
public function buildIt(e:MouseEvent):void{
var valXes1;
var valYes1;
var valXes2;
var valYes2;
if (clickPuzzles.click1){
test.x = valXes1
test.y = valYes1
test.visible = true;
}
if (clickPuzzles.click2){
trace("puzzle2");
test.x = valXes2
test.y = valYes2
test.visible = true;
}
}
the trace("puzzle2") is showing (good) but the test position is = at valYes1 and valXes1
(so the "test" movieclip is position at the wrong place)
Do you know what's wrong ?

yes but instead of
e.currentTarget.x && e.currentTarget.y = valueOfEs1
you would
valXes1 = e.currentTarget.x;
valYes1 = e.currentTarget.y;
or create a Point object and place x and y in a single Point
import flash.geom.Point;
es1Point = new Point();
es2Point = new Point();
es1Point.x = e.currentTarget.x;
es1Point.y = e.currentTarget.y;
etc etc ...

Related

AS3: Touch event problem with drag and drop objects

I'm new to AS3 and I'm making a drag and drop game with touch events. I'm having problems with the drag and drop objects. My objects are movie clips so there's answer1_mc, answer2_mc, and answer3_mc. When I do a test run, if i click on them for the second time, an error pops up (see the attached image below).
I need the movie clips to not have errors when I tap them more than once.
Please help me :((
//DRAG AND DROP OBJECTS
var answer1PosX: Number = answer1_mc.x;
var answer1PosY: Number = answer1_mc.y;
var answer2PosX: Number = answer2_mc.x;
var answer2PosY: Number = answer2_mc.y;
var answer3PosX: Number = answer3_mc.x;
var answer3PosY: Number = answer3_mc.y;
answer1_mc.buttonMode = true;
answer2_mc.buttonMode = true;
answer3_mc.buttonMode = true;
answer1_mc.gotoAndStop(1);
answer2_mc.gotoAndStop(1);
answer3_mc.gotoAndStop(1);
check_btn.visible = false;
var dragbounds: Rectangle = new Rectangle(0, 0, stage.stageWidth, stage.stageHeight);
answer1_mc.addEventListener(TouchEvent.TOUCH_BEGIN, touchgo1);
function touchgo1(event: TouchEvent): void {
event.target.startTouchDrag(event.touchPointID, false, dragbounds);
answer1_mc.gotoAndStop(2);
answer2_mc.x = answer2PosX;
answer2_mc.y = answer2PosY;
answer3_mc.x = answer3PosX;
answer3_mc.y = answer3PosY;
}
answer1_mc.addEventListener(TouchEvent.TOUCH_END, touchno1);
function touchno1(event: TouchEvent): void {
event.target.stopTouchDrag(event.touchPointID);
answer1_mc.gotoAndStop(1);
if (answer1_mc.answer1_txt.text == sum) {
correct_answer = true;
} else {
correct_answer = false;
}
if (answer1_mc.hitTestObject(answerbox_mc)) {
answer1_mc.x = answerbox_mc.x;
answer1_mc.y = answerbox_mc.y;
check_btn.visible = true;
answer2_mc.x = answer2PosX;
answer2_mc.y = answer2PosY;
answer3_mc.x = answer3PosX;
answer3_mc.y = answer3PosY;
} else {
answer1_mc.x = answer1PosX;
answer1_mc.y = answer1PosY;
check_btn.visible = false;
}
}
answer2_mc.addEventListener(TouchEvent.TOUCH_BEGIN, touchgo2);
function touchgo2(event: TouchEvent): void {
event.target.startTouchDrag(event.touchPointID, false, dragbounds);
answer2_mc.gotoAndStop(2);
answer1_mc.x = answer1PosX;
answer1_mc.y = answer1PosY;
answer3_mc.x = answer3PosX;
answer3_mc.y = answer3PosY;
}
answer2_mc.addEventListener(TouchEvent.TOUCH_END, touchno2);
function touchno2(event: TouchEvent): void {
event.target.stopTouchDrag(event.touchPointID);
answer2_mc.gotoAndStop(1);
if (answer2_mc.answer2_txt.text == sum) {
correct_answer = true;
} else {
correct_answer = false;
}
if (answer2_mc.hitTestObject(answerbox_mc)) {
answer2_mc.x = answerbox_mc.x;
answer2_mc.y = answerbox_mc.y;
check_btn.visible = true;
answer1_mc.x = answer1PosX;
answer1_mc.y = answer1PosY;
answer3_mc.x = answer3PosX;
answer3_mc.y = answer3PosY;
} else {
answer2_mc.x = answer2PosX;
answer2_mc.y = answer2PosY;
check_btn.visible = false;
}
}
answer3_mc.addEventListener(TouchEvent.TOUCH_BEGIN, touchgo3);
function touchgo3(event: TouchEvent): void {
event.target.startTouchDrag(event.touchPointID, false, dragbounds);
answer3_mc.gotoAndStop(2);
answer2_mc.x = answer2PosX;
answer2_mc.y = answer2PosY;
answer1_mc.x = answer1PosX;
answer1_mc.y = answer1PosY;
}
answer3_mc.addEventListener(TouchEvent.TOUCH_END, touchno3);
function touchno3(event: TouchEvent): void {
event.target.stopTouchDrag(event.touchPointID);
answer3_mc.gotoAndStop(1);
if (answer3_mc.answer3_txt.text == sum) {
correct_answer = true;
} else {
correct_answer = false;
}
if (answer3_mc.hitTestObject(answerbox_mc)) {
answer3_mc.x = answerbox_mc.x;
answer3_mc.y = answerbox_mc.y;
check_btn.visible = true;
answer2_mc.x = answer2PosX;
answer2_mc.y = answer2PosY;
answer1_mc.x = answer1PosX;
answer1_mc.y = answer1PosY;
} else {
answer3_mc.x = answer3PosX;
answer3_mc.y = answer3PosY;
check_btn.visible = false;
}
}
`
This is the error popping up when a choice is tapped for the second time

Hovering off DPAD sometimes makes character move infinitely in one direction

I have a DPAD in my game when the player holds down let's say the Left DPAD, if he moves his touch to the Up DPAD and let's go, the player continues going in the left direction.
It also works if you hold the a direction, lets say Up continue holding but move off the Up DPAD, sometimes you may continue going in that direction.
What I've tried to prevent this:
On direction clicks, trigger checks on whether your in motion, or
already going a different direction
Setting collisions to force these variables to become false; aka,
you hit something, inMotion = false, etc
That's about all I can think of on how to fix this.
Also, I use a lot of variables for my checks, is it better to change my functions to return booleans, or is this way fine? Just curious.
Game Class
package
{
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class Game extends MovieClip
{
public var area1:Boolean = true;
public var area2:Boolean = false;
public var area3:Boolean = false;
public var player1:Boolean = true;
public var player2:Boolean = false;
public var upWalkspeed:Number = -5;
public var downWalkspeed:Number = 5;
public var leftWalkspeed:Number = -5;
public var rightWalkspeed:Number = 5;
public var inMotion:Boolean = false;
public var goingUp:Boolean = false;
public var goingDown:Boolean = false;
public var goingLeft:Boolean = false;
public var goingRight:Boolean = false;
public var playerPosKeeper_mc:MovieClip = new mc_PlayerPosKeeper();
public var up_dpad:MovieClip = new dpad_Up();
public var down_dpad:MovieClip = new dpad_Down();
public var left_dpad:MovieClip = new dpad_Left();
public var right_dpad:MovieClip = new dpad_Right();
public var menu_dpad:MovieClip = new dpad_Menu();
public var run_dpad:MovieClip = new dpad_Menu();
public var barrierRoof1_game:MovieClip = new game_BarrierRoof();
public var barrierRoof2_game:MovieClip = new game_BarrierRoof();
public var barrierSide1_game:MovieClip = new game_BarrierSide();
public var barrierSide2_game:MovieClip = new game_BarrierSide();
public var StageCollisions:Array = new Array(barrierRoof1_game, barrierRoof2_game, barrierSide1_game, barrierSide2_game);
// fix MC goes after not before ||| public var player1States:Array = new Array(mc_P1D1,mc_P1D2,"mc_P1L1","mc_P1L2","mc_P1R1","mc_P1R2","mc_P1U1","mc_P1U2");
public function Game()
{
trace("SUCCESS | Constructed Game Class");
var aMove:Movement = new Movement(this);
addChild(aMove);
}
}
}
Movement Class
package
{
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.TouchEvent;
import flash.net.dns.AAAARecord;
import flash.ui.Multitouch;
import flash.ui.MultitouchInputMode;
public class Movement extends MovieClip
{
public function Movement(main:Game)
{
trace("SUCCESS | Constructed Movement Class");
addChild(main.playerPosKeeper_mc);
main.playerPosKeeper_mc.x = 384;
main.playerPosKeeper_mc.y = 46;
addChild(main.up_dpad);
main.up_dpad.x = 55;
main.up_dpad.y = 336;
addChild(main.down_dpad);
main.down_dpad.x = 57;
main.down_dpad.y = 432;
addChild(main.left_dpad);
main.left_dpad.x = 19;
main.left_dpad.y = 372;
addChild(main.right_dpad);
main.right_dpad.x = 118;
main.right_dpad.y = 372;
addChild(main.menu_dpad);
main.menu_dpad.x = 61;
main.menu_dpad.y = 377;
addChild(main.run_dpad);
main.run_dpad.x = 684;
main.run_dpad.y = 369;
addChild(main.barrierRoof1_game);
main.barrierRoof1_game.x = 0;
main.barrierRoof1_game.y = 0;
addChild(main.barrierRoof2_game);
main.barrierRoof2_game.x = 0;
main.barrierRoof2_game.y = 470;
addChild(main.barrierSide1_game);
main.barrierSide1_game.x = 0;
main.barrierSide1_game.y = 0;
addChild(main.barrierSide2_game);
main.barrierSide2_game.x = 790;
main.barrierSide2_game.y = 0;
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
main.up_dpad.addEventListener(TouchEvent.TOUCH_BEGIN, upBeginInput);
main.down_dpad.addEventListener(TouchEvent.TOUCH_BEGIN, downBeginInput);
main.left_dpad.addEventListener(TouchEvent.TOUCH_BEGIN, leftBeginInput);
main.right_dpad.addEventListener(TouchEvent.TOUCH_BEGIN, rightBeginInput);
// Maybe add diagnol direction buttons in the future?;
// !! NOTE !!
// Use some sort of value, maybe a return or a variable to sync up animations
// to if the player is moving, in the future
// Movement Directions
// Start of UP Movement
function upBeginInput(e:TouchEvent):void
{
main.inMotion = true;
main.goingUp = true;
main.goingDown = false;
main.goingLeft = false;
main.goingRight = false;
main.up_dpad.addEventListener(TouchEvent.TOUCH_END, upEndInput);
addEventListener(Event.ENTER_FRAME,sendUpMovement);
}
function upEndInput(e:TouchEvent):void
{
main.inMotion = false;
main.goingUp = false;
main.up_dpad.removeEventListener(TouchEvent.TOUCH_END, upEndInput);
removeEventListener(Event.ENTER_FRAME,sendUpMovement);
}
function sendUpMovement():void
{
if (main.inMotion == true && main.goingUp == true && main.goingDown == false && main.goingLeft == false && main.goingRight == false)
{
movePlayer(0, main.upWalkspeed);
}
else
{
}
}
// End of UP Movement
// Start of DOWN Movement
function downBeginInput(e:TouchEvent):void
{
main.inMotion = true;
main.goingUp = false;
main.goingDown = true;
main.goingLeft = false;
main.goingRight = false;
main.down_dpad.addEventListener(TouchEvent.TOUCH_END, downEndInput);
addEventListener(Event.ENTER_FRAME,sendDownMovement);
}
function downEndInput(e:TouchEvent):void
{
main.inMotion = false;
main.goingDown = false;
main.down_dpad.removeEventListener(TouchEvent.TOUCH_END, downEndInput);
removeEventListener(Event.ENTER_FRAME,sendDownMovement);
}
function sendDownMovement():void
{
if (main.inMotion == true && main.goingUp == false && main.goingDown == true && main.goingLeft == false && main.goingRight == false)
{
movePlayer(0, main.downWalkspeed);
}
else
{
}
}
// End of DOWN Movement
// Start of LEFT Movement
function leftBeginInput(e:TouchEvent):void
{
main.inMotion = true;
main.goingUp = false;
main.goingDown = false;
main.goingLeft = true;
main.goingRight = false;
main.left_dpad.addEventListener(TouchEvent.TOUCH_END, leftEndInput);
addEventListener(Event.ENTER_FRAME,sendLeftMovement);
}
function leftEndInput(e:TouchEvent):void
{
main.inMotion = false;
main.goingLeft = false;
main.left_dpad.removeEventListener(TouchEvent.TOUCH_END, leftEndInput);
removeEventListener(Event.ENTER_FRAME,sendLeftMovement);
}
function sendLeftMovement():void
{
if (main.inMotion == true && main.goingUp == false && main.goingDown == false && main.goingLeft == true && main.goingRight == false)
{
movePlayer(main.leftWalkspeed, 0);
}
else
{
}
}
// End of LEFT Movement
// Start of RIGHT Movement
function rightBeginInput(e:TouchEvent):void
{
main.inMotion = true;
main.goingUp = false;
main.goingDown = false;
main.goingLeft = false;
main.goingRight = true;
main.right_dpad.addEventListener(TouchEvent.TOUCH_END, rightEndInput);
addEventListener(Event.ENTER_FRAME,sendRightMovement);
}
function rightEndInput(e:TouchEvent):void
{
main.inMotion = false;
main.goingRight = false;
main.right_dpad.removeEventListener(TouchEvent.TOUCH_END, rightEndInput);
removeEventListener(Event.ENTER_FRAME,sendRightMovement);
}
function sendRightMovement():void
{
if (main.inMotion == true && main.goingUp == false && main.goingDown == false && main.goingLeft == false && main.goingRight == true)
{
movePlayer(main.rightWalkspeed, 0);
}
else
{
}
}
// End of RIGHT Movement
function movePlayer(movementX:Number, movementY:Number):void
{
var originalX:Number = main.playerPosKeeper_mc.x;
var originalY:Number = main.playerPosKeeper_mc.y;
main.playerPosKeeper_mc.x += movementX;
if (checkCollision())
{
main.playerPosKeeper_mc.x = originalX;
}
main.playerPosKeeper_mc.y += movementY;
if (checkCollision())
{
main.playerPosKeeper_mc.y = originalY;
}
}
function checkCollision():Boolean
{
for each (var StageCollisions:MovieClip in main.StageCollisions)
{
if (main.playerPosKeeper_mc.hitTestObject(StageCollisions))
{
return true;
main.inMotion = false;
main.goingUp = false;
main.goingDown = false;
main.goingLeft = false;
main.goingRight = false;
}
}
return false;
}
}
}
}
Before you even start to debug behaviors, you need to understand what algorithmic approach is. You have 4 similar pieces of code which differ in minor details and make your whole script too long and unreadable and hard to manage. Here's the guideline:
var isMoving:Boolean;
var Direction:Point = new Point;
var Buttons:Array = [Up, Down, Left, Right];
// Subscribe all buttons for the same handlers and behaviors.
for each (var aButton:InteractiveObject in Buttons)
{
aButton.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
aButton.addEventListener(MouseEvent.MOUSE_OUT, onUp);
aButton.addEventListener(MouseEvent.MOUSE_UP, onUp);
}
function onDown(e:MouseEvent):void
{
// Figure which button was pressed.
switch (e.currentTarget)
{
case Up:
Direction.x = 0;
Direction.y = -1;
break;
case Down:
Direction.x = 0;
Direction.y = 1;
break;
case Left:
Direction.x = -1;
Direction.y = 0;
break;
case Up:
Direction.x = 1;
Direction.y = 0;
break;
}
// Now start moving Hero into the Direction.
if (!isMoving)
{
isMoving = true;
addEventListener(Event.ENTER_FRAME, onFrame);
}
}
function onFrame(e:Event):void
{
Hero.x += Direction.x;
Hero.y += Direction.y;
}
function onUp(e:MouseEvent):void
{
// If any of buttons is released or mouse out, stop moving Hero.
removeEventListener(Event.ENTER_FRAME, onFrame);
Direction.x = 0;
Direction.y = 0;
isMoving = false;
}
As you can see, the beauty of algorithmic approach is that you need to handle differently only things that need to be handled differently, in the example case (which is pretty similar to what you want to create) it is the block to set the movement direction. The rest of the code is identical for all the buttons and that's why the whole script is short and readable, easy to understand and manageable.

actionscript Storing a value after a button is clicked

I don't program a lot. Sometimes I program a bit of Actionscript 3. Now I wanted to create an flash enviroment where people can click on buttons and play a video. I think I almost figured it out with the following script:
public class main extends MovieClip
{
private var drukknop1:knopje;
private var drukknop2:knopje;
private var drukknop3:knopje;
private var drukknop4:knopje;
private var drukknop5:knopje;
private var drukknop6:knopje;
private var drukknop7:knopje;
private var drukknop8:knopje;
private var drukknop9:knopje;
private var drukknop10:knopje;
private var videoclip:FLVPlayback = new FLVPlayback();
private var buttonClicked:Number = 0;
public function main()
{
// plaatsen van buttons on stage
drukknop1 = new knopje();
drukknop1.name = "inst_knop1";
drukknop1.x = 50;
drukknop1.y = 70;
addChild(drukknop1);
drukknop1.buttonMode = true;
drukknop1.addEventListener(MouseEvent.MOUSE_UP, _flv_component);
drukknop1.addEventListener(MouseEvent.MOUSE_DOWN, ButtonClicked);
drukknop2 = new knopje();
drukknop2.name = "inst_knop2";
drukknop2.x = 150;
drukknop2.y = 70;
addChild(drukknop2);
drukknop2.buttonMode = true;
drukknop2.addEventListener(MouseEvent.MOUSE_UP, _flv_component);
drukknop2.addEventListener(MouseEvent.MOUSE_DOWN, ButtonClicked);
drukknop3 = new knopje();
drukknop3.name = "inst_knop3";
drukknop3.x = 250;
drukknop3.y = 70;
addChild(drukknop3);
drukknop3.buttonMode = true;
drukknop3.addEventListener(MouseEvent.MOUSE_UP, _flv_component);
drukknop3.addEventListener(MouseEvent.MOUSE_DOWN, ButtonClicked);
drukknop4 = new knopje();
drukknop4.name = "inst_knop4";
drukknop4.x = 350;
drukknop4.y = 70;
addChild(drukknop4);
drukknop4.buttonMode = true;
drukknop4.addEventListener(MouseEvent.MOUSE_UP, _flv_component);
drukknop4.addEventListener(MouseEvent.MOUSE_DOWN, ButtonClicked);
drukknop5 = new knopje();
drukknop5.name = "inst_knop5";
drukknop5.x = 450;
drukknop5.y = 70;
addChild(drukknop5);
drukknop5.buttonMode = true;
drukknop5.addEventListener(MouseEvent.MOUSE_UP, _flv_component);
drukknop5.addEventListener(MouseEvent.MOUSE_DOWN, ButtonClicked);
drukknop6 = new knopje();
drukknop6.name = "inst_knop6";
drukknop6.x = 550;
drukknop6.y = 70;
addChild(drukknop6);
drukknop6.buttonMode = true;
drukknop6.addEventListener(MouseEvent.MOUSE_UP, _flv_component);
drukknop6.addEventListener(MouseEvent.MOUSE_DOWN, ButtonClicked);
drukknop7 = new knopje();
drukknop7.name = "inst_knop7";
drukknop7.x = 650;
drukknop7.y = 70;
addChild(drukknop7);
drukknop7.buttonMode = true;
drukknop7.addEventListener(MouseEvent.MOUSE_UP, _flv_component);
drukknop7.addEventListener(MouseEvent.MOUSE_DOWN, ButtonClicked);
drukknop8 = new knopje();
drukknop8.name = "inst_knop8";
drukknop8.x = 750;
drukknop8.y = 70;
addChild(drukknop8);
drukknop8.buttonMode = true;
drukknop8.addEventListener(MouseEvent.MOUSE_UP, _flv_component);
drukknop8.addEventListener(MouseEvent.MOUSE_DOWN, ButtonClicked);
drukknop9 = new knopje();
drukknop9.name = "inst_knop9";
drukknop9.x = 850;
drukknop9.y = 70;
addChild(drukknop9);
drukknop9.buttonMode = true;
drukknop9.addEventListener(MouseEvent.MOUSE_UP, _flv_component);
drukknop9.addEventListener(MouseEvent.MOUSE_DOWN, ButtonClicked);
drukknop10 = new knopje();
drukknop10.name = "inst_knop10";
drukknop10.x = 950;
drukknop10.y = 70;
addChild(drukknop10);
drukknop10.buttonMode = true;
drukknop10.addEventListener(MouseEvent.MOUSE_UP, _flv_component);
drukknop10.addEventListener(MouseEvent.MOUSE_DOWN, ButtonClicked);
}
private function _flv_component(event:MouseEvent):void
{
//plaatsen van de video player door drukken op de knop
drukknop1.buttonMode = false;
drukknop1.removeEventListener(MouseEvent.MOUSE_UP, _flv_component);
videoclip.x = (stage.stageWidth/2)-(videoclip.width/2);
videoclip.y = (stage.stageHeight/2)-(videoclip.height/2);
videoclip.width = 640;
videoclip.height = 400;
videoclip.autoPlay = true;
videoclip.skin = "MinimaSilverPlayBackSeekMute.swf";
if(buttonClicked ==1)
{videoclip.load("Functieomschrijvingscene.flv");}
else if(buttonClicked ==2)
{videoclip.load("2.flv");}
else if(buttonClicked ==3)
{videoclip.load("3.flv");}
else if(buttonClicked ==4)
{videoclip.load("4.flv");}
else if(buttonClicked ==5)
{videoclip.load("5.flv");}
else if(buttonClicked ==6)
{videoclip.load("6.flv");}
else if(buttonClicked ==7)
{videoclip.load("7.flv");}
else if(buttonClicked ==8)
{videoclip.load("8.flv");}
else if(buttonClicked ==9)
{videoclip.load("9.flv");}
else if(buttonClicked ==10)
{videoclip.load("10.flv");}
videoclip.play();
addChild(videoclip);
videoclip.addEventListener(Event.COMPLETE,videoComplete);
}
function videoComplete(event:Event):void
{
//Verwijderen van FLVPlayback component
trace ("video is klaar");
removeChild(videoclip);
buttonClicked = 0;
trace (buttonClicked);
}
function ButtonClicked(Event:MouseEvent):void
{
trace ("ButtonClicked functie werkt.");
trace (buttonClicked);
// het opslaan van een nummer van een button
if(event.target.name == drukknop1)
{buttonClicked = 1;}
else if(event.target.name == drukknop2)
{buttonClicked = 2;}
else if(event.target.name == drukknop3)
{buttonClicked = 3;}
else if(event.target.name == drukknop4)
{buttonClicked = 4;}
else if(event.target.name == drukknop5)
{buttonClicked = 5;}
else if(event.target.name == drukknop6)
{buttonClicked = 6;}
else if(event.target.name == drukknop7)
{buttonClicked = 7;}
else if(event.target.name == drukknop8)
{buttonClicked = 8;}
else if(event.target.name == drukknop9)
{buttonClicked = 9;}
else if(event.target.name == "inst_knop10")
{buttonClicked = 10;}
}
}
}
In the function "ButtonClicked, I want to check which button is clicked. After that I want to store a value in the private var "Buttonclicked" So that based on this number I know which FLV needs to be loaded. But when I export I get an error "Access of Undefined property event". This probably has got to do with my "If" statement in the functions but I have no clue on how to solve this.
Could someone please help me out? I know programming with classes would be much neater, but I have to little experience in this.
Thanks in advance,
Harold
You got that error because for your ButtonClicked() function you've declared an MouseEvent object called Event and inside the function you've used event, I think it's just a typing mistake.
So your function can be like this :
function ButtonClicked(event:MouseEvent):void
{
// ...
}
Also, I remarked in your code that you've written a lot of code to do something really easy and don't need all that code. Don't forget that when you are repeating the same thing n times (10 times for your case), that you are doing something wrong and that you should (can) optimize that. You can use a function, for example, to do that repeated task ...
For that, take this example :
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
public class Main extends MovieClip {
private const BUTTONS_NUM:int = 10;
private const BOTTONS_Y:int = 70;
private const BUTTONS_SUFFIX:String = 'inst_knop';
private const VIDEOS:Array = ['1.flv', '2.flv', '3.flv', '4.flv', '5.flv', '6.flv', '7.flv', '8.flv', '9.flv', '10.flv'];
public function Main()
{
// initialize the FLVPlayback component inserted in the stage
videoclip.width = 640;
videoclip.height = 400;
videoclip.autoPlay = true;
videoclip.addEventListener(Event.COMPLETE,videoComplete);
createButtons();
}
private function createButtons(): void
{
for(var i:int = 0; i < BUTTONS_NUM; i++){
var button:knopje = new knopje();
button.name = BUTTONS_SUFFIX + (i+1);
button.x = i*100 + 50;
button.y = BOTTONS_Y;
button.buttonMode = true;
button.addEventListener(MouseEvent.CLICK, playVideo);
addChild(button);
}
}
private function playVideo(event:MouseEvent):void
{
// get button's index, for example : 7 for the button called "inst_knop7"
var button_index:int = int((event.currentTarget.name).substr(BUTTONS_SUFFIX.length)) - 1;
// play the video
videoclip.play('video/' + VIDEOS[button_index]);
}
private function videoComplete(event:Event):void
{
trace('end of the video.');
}
}
}
Hope that can help.

Netstream audio playing twice

I am new to flash (this is the first time I've ever used it or actionscript) and I'm trying to make a video player. The video player gets params from the embed code and pulls the videos from a folder on the server.
I've got the following code (I've removed everything that I'm 100% sure isn't causing my problem):
import flash.net.NetConnection;
import flash.net.NetStream;
import flash.media.Video;
import flash.events.NetStatusEvent;
import flash.events.MouseEvent;
import flash.events.FullScreenEvent;
import flash.events.Event;
import flash.ui.Mouse;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.text.TextFormat;
import flash.media.SoundTransform;
var nc:NetConnection;
var ns:NetStream;
var ns2:NetStream;
var video:Video;
var video2:Video;
//get filename parameters from embed code
var filename:String = root.loaderInfo.parameters.filename;
var filename2:String = root.loaderInfo.parameters.filename2;
var t:Timer = new Timer(5000);
var duration;
var currentPosition:Number;
var st:Number;
var started:Boolean;
Object(this).mcPlay.buttonMode = true;
Object(this).mcPause.buttonMode = true;
Object(this).ScreenClick.buttonMode = true;
Object(this).mcMax.buttonMode = true;
Object(this).mcSwitcher.buttonMode = true;
Object(this).mcPause.addEventListener(MouseEvent.CLICK,PlayPause);
Object(this).mcPlay.addEventListener(MouseEvent.CLICK,PlayPause);
Object(this).ScreenClick.addEventListener(MouseEvent.CLICK,PlayPause);
Object(this).mcMax.addEventListener(MouseEvent.CLICK,Maximize);
Object(this).slideVolume.addEventListener(Event.CHANGE, ChangeVolume);
Object(this).mcSwitcher.addEventListener(MouseEvent.CLICK, ToggleSwitcher);
t.addEventListener(TimerEvent.TIMER, TimerComplete);
stage.addEventListener(MouseEvent.MOUSE_MOVE, resetTimer);
stage.addEventListener(MouseEvent.MOUSE_DOWN, resetTimer);
stage.addEventListener(MouseEvent.MOUSE_UP, resetTimer);
stage.addEventListener(Event.ENTER_FRAME, videoTimer);
if (!nc) start();
var IsPaused:String;
function start():void
{
Object(this).slideVolume.maximum = 100;
Object(this).slideVolume.value = 100;
started = false;
var tf:TextFormat = new TextFormat();
tf.color = 0xFFFFFF;
tf.bold = true;
this.lblTime.setStyle("textFormat", tf);
connect();
t.start();
}
function connect():void
{
nc = new NetConnection();
nc.client = this;
nc.addEventListener(NetStatusEvent.NET_STATUS, OnNetStatus);
nc.connect(null);
}
function OnNetStatus(e:NetStatusEvent):void
{
switch(e.info.code)
{
case "NetConnection.Connect.Success":
if (!started)
{
started = true;
stream();
}
else
{
finish();
}
break;
default:
finish();
break;
}
}
function stream():void
{
ns = new NetStream(nc);
ns.client = this;
ns.bufferTime = 5; // set the buffer time to 5 seconds
if ((filename2 != null) && (filename2.length > 0))
{
ns2 = new NetStream(nc)
//ns2.client = this; //Uncomment to use ns2 vid for duration info
ns2.bufferTime = 5; // set the buffer time to 5 seconds
startVideo(2);
currentPosition = 1; //Default
ns.seek(0);
ns2.seek(0);
}
else
{
this.mcSwitcher.visible = false;
startVideo(1);
ns.seek(0);
}
}
function startVideo(num:Number):void
{
var startVolume:SoundTransform = new SoundTransform();
startVolume.volume = slideVolume.value / 100;
if (num == 2)
{
video = new Video(320,180);
video.x = 0;
video.y = 90;
addChild(video);
video.attachNetStream(ns);
ns.checkPolicyFile = false;
ns.play(filename); //path/filename
setChildIndex(video,1);
video2 = new Video(320,180);
video2.x = 320;
video2.y = 90;
addChild(video2);
video2.attachNetStream(ns2);
ns2.checkPolicyFile = false;
ns2.play(filename2); //path/filename
setChildIndex(video2,1);
ns.soundTransform = startVolume;
var videoVolumeTransform2:SoundTransform = new SoundTransform();
videoVolumeTransform2.volume = 0;
ns2.soundTransform = videoVolumeTransform2;
ns2.receiveAudio(false);
}
else if (num == 1)
{
video = new Video(640,360);
video.x = 0;
video.y = 0;
addChild(video);
video.attachNetStream(ns);
ns.checkPolicyFile = false;
ns.play(filename); //path/filename
setChildIndex(video,1);
ns.soundTransform = startVolume;
}
IsPaused = "playing";
this.removeChild(mcPlay);
setChildIndex(this.ScreenClick,0);
setChildIndex(this.mcTitleOverlay,2);
}
function ShowControls ():void
{
for (var i:int = 0; i < Object(root).numChildren; i++)
{
switch (Object(root).getChildAt(i))
{
case mcPause:
if (IsPaused != "paused")
Object(root).getChildAt(i).visible = true;
break;
case mcPlay:
if (IsPaused != "playing")
Object(root).getChildAt(i).visible = true;
break;
case mcSwitcher:
if ((filename2 != null) && (filename2.length > 0))
Object(root).getChildAt(i).visible = true;
break;
default:
Object(root).getChildAt(i).visible = true; //Bring back everything else
break;
}
ScreenClick.y = 154;
}
}
function videoTimer(e:Event):void
{
var curTime = ns.time; //Current time in seconds
var curMinutes = Math.floor(curTime / 60); //Get the minutes
var curSeconds = Math.floor(curTime % 60); //Get the leftover seconds
var durMinutes = Math.floor(duration / 60);
var durSeconds = Math.floor(duration % 60);
//Add the zeroes to the begining of the seconds if it is needed.
if (curSeconds < 10)
curSeconds = "0" + curSeconds;
if (durSeconds < 10)
durSeconds = "0" + durSeconds;
Object(this).lblTime.text = curMinutes + ":" + curSeconds + " / " + durMinutes + ":" + durSeconds;
}
function PlayPause (e:MouseEvent):void
{
switch (IsPaused)
{
case "playing":
IsPaused = "paused";
this.mcPlay.visible = true;
this.mcPause.visible = false;
ns.togglePause();
ns2.togglePause();
break;
case "paused":
IsPaused = "playing";
this.mcPause.visible = true;
this.mcPlay.visible = false;
ns.togglePause();
ns2.togglePause();
break;
default:
//
break;
}
}
The problem I have is small but frustrating (I've spend most of today trying to figure it out with zero progress made). It is thus: Everything works perfectly, except that when the videos load up and play, sound plays twice (for the video that has sound enabled). I am at my wits end trying to figure this out, any help would be greatly appreciated!
Thanks!
EDIT:
Ok, on further research (re-writing every function very simply and seeing if the problem goes away with the features) I've determined that the following function is the root of all evil (or at least my problems):
function startVideo(num:Number):void
{
var startVolume:SoundTransform = new SoundTransform();
startVolume.volume = Object(this).slideVolume.sldVol.value / 100;
if (num == 2)
{
video = new Video(320,180);
video.x = 0;
video.y = 90;
addChild(video);
video.attachNetStream(ns);
ns.checkPolicyFile = false;
ns.play(filename); //path/filename
this.removeChild(btnPlay);
setChildIndex(video,1);
video2 = new Video(320,180);
video2.x = 320;
video2.y = 90;
addChild(video2);
video2.attachNetStream(ns2);
ns2.checkPolicyFile = false;
ns2.play("test.mp4"); //path/filename
setChildIndex(video2,1);
ns.soundTransform = startVolume;
var videoVolumeTransform2:SoundTransform = new SoundTransform();
videoVolumeTransform2.volume = 0;
ns2.soundTransform = videoVolumeTransform2;
ns2.receiveAudio(false);
}
else if (num == 1)
{
video = new Video(640,360);
video.x = 0;
video.y = 0;
addChild(video);
video.attachNetStream(ns);
ns.checkPolicyFile = false;
ns.play("test.flv"); //path/filename
setChildIndex(video,1);
ns.soundTransform = startVolume;
}
IsPaused = "playing";
this.removeChild(btnPlay);
setChildIndex(this.ScreenClick,0);
//setChildIndex(this.mcTitleOverlay,2);
}
I shall persevere with my troubleshooting (I've isolated the problem, hopefully the next step is a solution!

How can I use a function parameter to refer to a variable?

Sorry if this question is a bit vague, but this has been driving me nuts recently. It's nothing too complicated, but all I want to do is have the variable 'targetVariable' be affected by a formula. The actual problem lies in the fact that the referenced variable, being 'masterVolume' in this case, is not getting affected by the formula, but rather 'targetVariable' instead. I run the 'makeSlider' function at the bottom of the script. Here's the code:
var masterVolume:Number = 0;
var panning:Number = 0;
function makeSlider(sliderType, X, Y, targetVariable) {
var sliderHandle:MovieClip = new sliderType();
addChild(sliderHandle);
sliderHandle.x = X;
sliderHandle.y = Y;
var dragging:Boolean = false;
stage.addEventListener(Event.ENTER_FRAME, updateSlider);
function updateSlider(e:Event):void {
panning = (mouseX/(stage.stageWidth/2))-1;
targetVariable = ((sliderHandle.x-bar.x)/bar.width);
output.text = masterVolume.toString();
if (dragging == true && mouseX >= bar.x && mouseX <= (bar.x + bar.width)) {
sliderHandle.x = mouseX;
}
}
sliderHandle.addEventListener(MouseEvent.MOUSE_DOWN, beginDrag);
function beginDrag(e:MouseEvent):void {
dragging = true;
}
stage.addEventListener(MouseEvent.MOUSE_UP, endDrag);
function endDrag(e:MouseEvent):void {
dragging = false;
}
}
function playSound(target, intensity:Number, pan:Number) {
var sound:Sound = new target();
var transformer:SoundTransform = new SoundTransform(intensity, pan);
var channel:SoundChannel = new SoundChannel();
channel=sound.play();
channel.soundTransform = transformer;
}
stage.addEventListener(MouseEvent.MOUSE_DOWN, make);
function make(e:MouseEvent):void {
playSound(test, masterVolume, panning);
}
makeSlider(SliderHandle, bar.x, bar.y, masterVolume);
Okay, so I studied the Object class and found out that I could reference the variable by making it an object in the function. Here's the updated, working script:
var panning:Number = 0;
var masterVolume:Number = 0;
function makeSlider(sliderType, barType, soundType, hitBoxScale:Number, X, Y, targetVariable) {
var reference:Object = { targetVariable: 0 };
var slider:MovieClip = new sliderType;
var newBar:MovieClip = new barType;
addChild(newBar);
newBar.x = X;
newBar.y = Y;
addChild(slider);
slider.x = X;
slider.y = Y;
var dragging:Boolean = false;
stage.addEventListener(Event.ENTER_FRAME, updateSlider);
function updateSlider(e:Event):void {
panning = (mouseX/(stage.stageWidth/2))-1;
reference.targetVariable = (slider.x-newBar.x)/newBar.width;
if (dragging == true && mouseX >= newBar.x && mouseX <= (newBar.x + newBar.width)) {
slider.x = mouseX;
}
if (reference.targetVariable <= 0.01) {
output.text = ("None");
}
if (reference.targetVariable >= 0.99) {
output.text = ("Max");
}
if (reference.targetVariable > 0.01 && reference.targetVariable < 0.99) {
output.text = (Math.round((reference.targetVariable*100))+"%").toString();
}
}
stage.addEventListener(MouseEvent.MOUSE_DOWN, beginDrag);
function beginDrag(e:MouseEvent):void {
if (mouseY >= newBar.y-hitBoxScale && mouseY <= (newBar.y + newBar.height)+hitBoxScale) {
dragging = true;
}
}
slider.addEventListener(MouseEvent.MOUSE_DOWN, beginDragFromSlider);
function beginDragFromSlider(e:MouseEvent):void {
dragging = true;
}
stage.addEventListener(MouseEvent.MOUSE_UP, endDrag);
function endDrag(e:MouseEvent):void {
if (dragging == true) {
playSound(soundType, reference.targetVariable, 0);
}
dragging = false;
}
stage.addEventListener(MouseEvent.MOUSE_DOWN, make);
function make(e:MouseEvent):void {
if (dragging == false) {
playSound(test, reference.targetVariable, panning);
}
}
}
function playSound(target, intensity:Number, pan:Number) {
var sound:Sound = new target();
var transformer:SoundTransform = new SoundTransform(intensity, pan);
var channel:SoundChannel = new SoundChannel();
channel=sound.play();
channel.soundTransform = transformer;
}
makeSlider(defaultSlider, defaultBar, volumeIndicator, 10, 134, 211, masterVolume);